Azmeri Spirits - fix this to make them fun

Azmeri spirit need to put the aura on u the player when ur near the spirit and not only on monsters when they are in range , that way ranged build will be able to run this mechanic properly
also spirits shouldnt disappear even if ur not specked into them .

Controller , the NPC should not be interactable while mapping i cant count the time i dies because i pressed to on the npc and died during mapping .
there is no reason for the npc to be intractable .
Last edited by UnholyKirin#7925 on Jul 2, 2025, 12:28:29 PM
Last bumped on Jul 10, 2025, 8:07:28 AM
agree about making them not disappearing. but then i'm against all timed content that is imposed on player in general mapping, so i'm a bit biased.

and yeah the 'interaction' part of the drunk guy- you click on him and he opens up with 5+ pages of dialogue while you map with mobs around feels like a 'misclick' skill check.
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AintCare#6513 wrote:
agree about making them not disappearing. but then i'm against all timed content that is imposed on player in general mapping, so i'm a bit biased.

and yeah the 'interaction' part of the drunk guy- you click on him and he opens up with 5+ pages of dialogue while you map with mobs around feels like a 'misclick' skill check.


well if they wouldn't disappear at least we wont need to back track all the time

the missclick on a controller feels terrible whit that npc ur trying to pick up an item and istedd u need to "read" 20 pages of DEATH incoming ...
They need a bit of tuning, I agree. The time-out should be like double or tripled or removed. The range of influence should be a tiny bit bigger (before atlas skill points) and they should stay in the lead a bit further + stronger.
Drops aside (since I don't run in large parties w/ high mf to know what juiced results look like), I like Azmeri Spirits as a fun seeming idea. Its just unfortunate when so much content is geared towards high clear speed and encouraging min-max/meta play.
Sometimes i wonder.. what's the purpose to create something new that it doesn't have quality and fun. If patches bring such a pathetic implements, then there is no reason to stay in such a game.
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Baggos#7448 wrote:
Sometimes i wonder.. what's the purpose to create something new that it doesn't have quality and fun. If patches bring such a pathetic implements, then there is no reason to stay in such a game.


i kinda like those spirits , but the way they are now is unpleasant at the least
it can be way better
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Baggos#7448 wrote:
Sometimes i wonder.. what's the purpose to create something new that it doesn't have quality and fun. If patches bring such a pathetic implements, then there is no reason to stay in such a game.
So what do you think is more likely?

a) The Devs added the wisps knowing that they didn't have quality and fun. They did it on purpose for completely unknown reasons.

b) The devs added the wisps thinking they would be fun.

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